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Returning 35 results for 'coming feet'.
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Monsters
Monster Manual
any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the
penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding
Horn of Silent Alarm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Magic Items
The Book of Many Things
The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day
. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your
Monsters
Acquisitions Incorporated
":"slashing"} slashing damage.
Shadow Caw. The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw
beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6);{"diceNotation":"2d6+6","rollType":"damage","rollDamageType
Magic Items
Waterdeep: Dungeon of the Mad Mage
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere
, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it
Monsters
The Wild Beyond the Witchlight
Fire (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Radiant Fire"}. Mercion creates a magical explosion of fiery radiance centered on a point she can see within 120 feet of
coming for you.”
Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.”
Combat Notes
Mercion counts on her armor to protect her as she
Monsters
The Book of Many Things
feet of Aurnozci must make a DC 20 Dexterity saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Conflagration", "rollDamageType":"fire"} fire damage on a failed save
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Horrid Touch (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Horrid Touch"}. Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26
she is wearing or carrying, up to 120 feet to an unoccupied space she can see.Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
Magic Items
Acquisitions Incorporated
feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
The Orrery of the Wanderer was
scattered the components that powered it, secreting them across the world. But the orrery’s instinct for survival is strong, and its components have a way of inexorably coming together over
Zariel
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10);{"diceNotation":"8d10","rollType":"damage","rollAction":"Horrid Touch
turns, ending the effect on itself on a success.
Teleport. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.Zariel
Spells
Xanathar's Guide to Everything
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the
.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 2: Like Clockwork! This encounter begins when the characters investigate strange sounds coming from the tyrant ship’s Hollow Deck. The sounds begin after the ship is well underway and millions
of miles from home. Any character on the Command Deck who has a passive Wisdom (Perception) score of 13 or higher hears the clank of metal on stone coming from the hatch in the middle of the floor of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X1a. Narrow Fissure A natural fissure has opened in the mountainside west of the temple’s facade, creating a gap two feet wide, ten feet tall, and fifteen feet deep. You see light coming from a room
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Horn of Silent Alarm Wondrous item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet
of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Entrance Chamber Partition walls made of tight-fitting sandstone blocks support the ceiling of this chamber, which contains a 20-foot-high hill of sand. Twenty feet above the top of the mound is a
and exit her lair, and her enormous tracks can be seen coming and going from an even larger room to the north (area 3), from which chanting can be heard and torchlight seen.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
you get to the inn. Your vision is hampered to the point you can only see clearly within thirty feet.
Lights coming from the inn reveal a strange scene. Six humanoid creatures stand at the main
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Auvryndar Watch Post Ceiling. The concave ceiling of this cavern rises to a height of 20 feet.
Sentries. A female drow elite warrior named Ventrid Xil’talan leads six drow (two females and four
males).
The drow, loyal to House Auvryndar, are tasked with guarding the tunnel that leads up to level 10. They ambush and kill any non-drow coming from that direction. Treasure Ventrid wears an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
negotiate without the aid of climbing gear or magic. Neighbors and bystanders alert the City Watch if they hear loud, disturbing noises (such as a thunderwave spell) coming from the estate or if they
see anything suspicious. The Watch sends a mage and six veterans (one sergeant and five constables) to investigate, and it takes 1d6 + 4 minutes for this force to arrive. All ceilings in the mansion are 20 feet high.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lizardfolk and 3 yuan-ti malisons (type 1) show up. The door is then opened from this area and the enemy forces attack. The malisons retreat if one of them is killed. The lizardfolk retreat when half of them are dead. The eastern stairs descend 30 feet before coming to the bridge in area 15.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Shadowdusk Vault The Shadowdusks store their family’s wealth here. The walls climb 15 feet vertically before angling inward, coming to a point 30 feet above the floor. The room’s contents are as
follows: Hoard. Treasure is piled in the middle of the room.
Statues. Three statues stand in shallow alcoves. Each depicts a monstrously warped humanoid.
Each statue is roughly 6 feet tall and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet high by 2 feet wide. Grumink and his team have been hard at work, trying to dig through the stone behind the altar. If Grumink is unaware of the characters, refer to the “Dwarves at Work” section
. If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
retreat when half of them are dead. The eastern stairs descend 30 feet before coming to the bridge in area 15.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
out of thick ice and have hinged iron clamps holding them in place. When the doors are open, they allow access to a 30-foot-wide vertical shaft that descends 220 feet to area X26. X13. Western Gear Room
The following boxed text assumes the characters enter this area by coming up the elevator. If they enter by the north tunnel, adjust the boxed text accordingly: Ascending the elevator shaft deposits
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
, once the characters learn about the existence of Vecna’s Grasp, each of them can use an action to transport themself to or from area E1, provided the location they’re coming from or traveling to isn’t
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K56. Cauldron Maps 7-10: Spires and Tower of Ravenloft Characters who stand outside the door to this room can smell a pungent odor coming from within. If the witches in this room have not been warned
that the characters are coming, the characters can hear their horrid cackling. If the characters open the door slightly, they witness the scene described below: Green-glowing wisps of steam bubble up
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
years.
Alignment. Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality
submerged at least once every 4 hours to avoid suffocating.
Size. Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
Languages. You can speak, read, and write Aquan and Common.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
hundred feet, wherever the characters step, flowers bloom and emit soft light. 26–28 1 young gold dragon 29–31 1d6 + 2 shambling mounds 32–34 2d4 werebears 35–37 1d4 oni 38–40 4d6 + 10 elves living in
warrior with hand raised, palm out, as if to forbid travelers from coming this way 66–75 1d4 treants 76–80 A cairn set atop a low hill 81–90 1 adult gold dragon 91–96 1 ancient green dragon 97–99 2d4 + 1 treants 00 1 ancient gold dragon
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
room has exits in the west and north walls. Chanting can be heard coming from the west.
The statue depicts Strahd, to whom the cultists made sacrifices in the vain hope that he might reveal his darkest
climbs 10 feet to a landing (area 32). Treasure The crystal orb is worth 25 gp. It can be used as an arcane focus but is not magical.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Player Version Ceilings. Passageways have ceilings that are arched, and buttressed every 10 feet, with the peak of the arch about 18 feet overhead. The ceiling height in most smallish rooms in the
dungeon is 20 feet or so, again arched and buttressed. In the large rooms and chambers, the ceilings are 30 feet high. The roof in the natural caverns to the southeast (areas 19–21) is of varying height
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
winds north a long way before rising gradually. After two hundred feet or so, it ends at a wooden door that forms a sloping roof. A small wooden coffer sits on the floor by the door, and beside the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch
of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
this door coming from area K38, it closes and locks behind them if they don’t take measures to prop it open. A narrow secret door at the western end of the south wall is hidden behind a mass of webs






